Lillanith |
Lil turns to glance out the window.
Action 1: Seek. Looking!: 1d20 + 5 ⇒ (14) + 5 = 19
How far away are they? Is there a roof or is it just a drop to the ground? How far down is the ground? I need to know that for other actions.
Supreme Being |
It's a 20' drop to the ground from this window. If you were to jump it would be athletics check to crash through as part of your movement. (Possibly taking glass damage), or an interaction to open the window to jump out. It would save a round to jump then run over to the gazebo instead of running to the front door. The Gazebo is closer to the front door, than the side of the house.
Lillanith |
"Children are being attacked by hands. What is happening in this town?" Lil calls out to her friends. She then opens the window and drops to the ground.
Action 2: Open window. Action 3: Stride. If I can jump out as part of action 2, I stride towards the gazebo. Catfall makes the fall 10 feet, so I take 5 damage and am at 15/20.
Supreme Being |
"Children are being attacked by hands. What is happening in this town?" Lil calls out to her friends. She then opens the window and drops to the ground.
Action 2: Open window. Action 3: Stride. If I can jump out as part of action 2, I stride towards the gazebo. Catfall makes the fall 10 feet, so I take 5 damage and am at 15/20.
Yes. You will make it to the Gazebo 1 round before those who take the long way.
"Everyone tell me if they're going the way of Lil or taking the long way. You will take damage if you jump from the window but arrive one round early. Tomorrow morning, I will move to the encounter at the Gazebo. Lil you can go ahead and move your character to within 20' of the Gazebo.
Lillanith |
For those that don't know, falling damage in PF2 is half the distance you fall. So most people going out the window would take 10 HP. Lil's Catfall feat makes falls 10' less, which is why she takes 5.
Telurion |
Telurion would of course jump out the window, but if he cannot use Athletics to at least try it without breaking a leg, then he will run downstairs. What if I climbed down, would it be faster?
Offtopic: 20' drop from a first floor seems a bit too much?
Supreme Being |
Telurion would of course jump out the window, but if he cannot use Athletics to at least try it without breaking a leg, then he will run downstairs. What if I climbed down, would it be faster?
Offtopic: 20' drop from a first floor seems a bit too much?
Sigh! It is from the second-floor window of a shop. and it is 20'. 16' ceilings on the main floor, 1' of flooring, 3' to the windowsill = 20'.You guys would be a great rules playtest group :-)In addition you would need to put away your handheld items to attempt a climb check. (Note: There are feats to allow you to climb with one hand free and with no hands. I'll post my new rule in the Discussion thread.
This is a smooth wall so the climb DC would be 20. It's much slower to climb.
Climb: You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.
Lillanith |
I will take the Acrobatics check to potentially negate the fall damage with your new rule.
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25
Supreme Being |
I will take the Acrobatics check to potentially negate the fall damage with your new rule.
[dice=Acrobatics]1d20+5
Critical Success!!! You take no damage and are able to arrive 20' from the gazebo at the end of round 3.
Supreme Being |
Back to initiative counts with another round.
Round 3 since the transition
* Those using movement start round 3 at the door of the shop. 95' from the gazebo.
Initiative order & Status:
1. Tellurion (-1 HP Enfeebled 1) ◆◆◆ Moving to within 20' of Gazebo
2. Hands (-8 HP) Unsuccessfully attack children. Dog slightly injured.
3. Lil Lil is up.
4. Adayil
5. Alorea
6. Cake (-4 HP)
Lil is up... Adayil on deck.
Âdayil |
Adayil’s eyebrows raise as Lil…defenestrates herself. The orc shrugs.
Hold on Krutk
And follows Lil out the window.
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21
Supreme Being |
Adayil moves to the window and leaps out it, following Lil down.
with a success you reduce the falling distance to 10' so only take 5 points of damage, but land prone. So, if you take the stand-up action, you are 45' from the gazebo and 25' from Lil.
Note: I moved you onto the map in OBR. You will have two actions remaining on Round 3 since reset on your turn. (Same as Lil... but she landed on her feet).
Âdayil |
And on my next turn I get two Actions to account for the Standing up from Prone that used one Action?
Lillanith |
Lil races onto the gazebo. "Kids, back up. she calls out as she brings down a smashing burst of water towards one of the hands.
Action 1: Stride.
Action 2 and 3: 2 Action Melee Elemental Blast at Hand 4, which I would be flanking with the dog.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Âdayil |
Adayil lands poorly, Krutk pinching her as he also lands with her. The orc rises with alacrity and chases off after the sylph.
Rash girl!
Arriving just in time to see Lil race into the gazebo, Adayil checks herself.
Be wise, lest you fall victim!
Unsure whether the thought emanated from her brain, from Krutk or from the strange quasi-deity Hagness, Adayil peers at the strange hands, taking the time to sheathe her falchion and bring her longspear to bear.
◆ Interact (Swap) ◆ Recall Knowledge.
Recall Knowledge: Occult: 1d20 + 7 ⇒ (4) + 7 = 11
Supreme Being |
Lil’s righteous fury is rewarded when one of the hands is blasted backwards by a furious jet of water. The hand blasts into upright and snaps audibly to move no more.
Recall Knowledge is actually a secret check.
SB Screen
1d20 + 7 ⇒ (16) + 7 = 23
And though this creature is more Alorea’s province, Adayil knows it is necromantic in nature and probably undead. It seems to be weak but very quick. The name “Crawling Hand’” enters her thoughts.
Alorea is up… followed by Caks. You are both 95’ from the Gazebo..
Supreme Being |
Alorea goes dashing forward full tilt. She notices several shambling corpses walking the streets including a few crouched over eating something. The distant sounds of violin music waxes and wains as she runs. She finally gets close enough to see what’s happening.
Caks is up… Telurion on deck
Caks |
Stride, stride, stride
Caks watches some of her party jump out the window, but decides that the stairs might be a safer route and runs swiftly out of the building with a readied sling in hand.
Supreme Being |
Caks and Alorea go rushing towards the Gazebo at full tilt, trying to get closer to the action.
Just FYI you could have moved twice then used a missile weapon or ranged spell if you had wished. Or a ranged attack might have been made from where you were. In PF2 Ranged weapons take a -2 penalty per range increment. If the range is 40' then you can use it at 80' with a -2 penalty.
Telurion is up... All hands on deck.
Supreme Being |
I'm goning to BOT Telurion to keep things moving along. Hopefully he'll chime back in.
The big human takes off like a bolt of lightning passing both Caks and Alorea on the way. He finally arrives at one of the hands and manages to flank it with Lil using his superior speed.
◆ Stride
◆ Stride
◆ Stride
Initiative order & Status:
1. Tellurion (-1 HP Enfeebled 1) ◆◆◆ Moving to flank Hand 3
2. Hands (-8 HP) Unsuccessfully attack children. Dog slightly injured.
3. Lil
4. Adayil
5. Alorea
6. Cake (-4 HP)
Hand 1: Spots Adayil approaching from the North and quickly scurries along the ground to reach her jumping to try and claw at her face.
◆ Stride
◆ Stride & Leap
◆Strike
1d20 + 7 ⇒ (18) + 7 = 25 Smelly Hand
1d4 + 1 ⇒ (3) + 1 = 4 Slashing nails.
And deeply gouges the orc just missing one eye.
I believe that is a critical so 8-points slashing damage + Marked
Hand 2: Lunges at Lil attempting to thwart her actions.
◆ Strike - The creature is able to inflict a superficial scratch on the Slyph.
1d20 + 7 ⇒ (13) + 7 = 20 Claw
1d4 + 1 ⇒ (1) + 1 = 2 Nails
◆ Grab - And attempts to grab her throat but she is able to barely dodge away.
1d20 + 5 ⇒ (12) + 5 = 17 ATH vs. FORT
◆ Strike - In her eagerness to keep from being throat grabbed Lil pulls away and one of the jagged nails catches her juggler ripping a vicious wound into her.
1d20 + 3 ⇒ (18) + 3 = 21 Claw
1d4 + 1 ⇒ (4) + 1 = 5 Nails
Dang... Another Crit. My dice are blazing. Lil takes a total of 12-points of slashing damage and is marked.
Hand 3: Encouraged by his mate's success lunges at the new arrival.
◆ Strike - finds the armored human a more difficult target... but keeps trying.
1d20 + 7 ⇒ (4) + 7 = 11 Wicked Hand
1d4 + 1 ⇒ (1) + 1 = 2 sharp fingernails.
◆ Strike (-4 MAP)
1d20 + 4 ⇒ (13) + 4 = 17 WH 2
1d4 + 1 ⇒ (3) + 1 = 4 SF 2
◆ Strike (-8 MAP)
1d20 - 1 ⇒ (20) - 1 = 19 WH3
1d4 + 1 ⇒ (1) + 1 = 2 SF3
Supreme Being |
Initiative order & Status:
1. Tellurion (-1 HP Enfeebled 1) ◆◆◆ Moving to flank Hand 3
2. Hands 3-Hands attack. 1-dead
3. Lil (-12* HP, Marked)
4. Adayil (-8 HP, Marked)
5. Alorea
6. Cake (-4 HP)
* Note: Extra (2) points of damage as Marked does an extra point of damage which would be doubled by the critical, as the first blow added the marked condition.
Lil is up... Adayil on deck.
Supreme Being |
Tje dice roller is doing weird things. The second attack on Lil was a NAT 20 on preview, but changed it on post, and the 3rd strike on Telurion was a 2 that got changed to a 20 after preview. I'm going with the original rolls.
Lillanith |
Lil hisses a little at the various claw strikes at her, but she would rather they attack her than the children. Water smashes down at one of the hands.
Action 1: Elemental Blast at Hand 2. Lil's priority is keeping the kids safe.
Smash: 1d20 + 7 ⇒ (7) + 7 = 14 for Bludgeoning Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Water then wraps around her and soothes her own wounds.
Action 2: Oceans Balm on myself for 1d8 ⇒ 2. Caks and myself are immune to Balm for 10 minutes.
Then she smashes again.
Action 3: Blast at 2 if it is still up, and if not, Hand 3 is the target.
More Smash: 1d20 + 2 ⇒ (3) + 2 = 5 for Bludgeon: 1d8 + 1 ⇒ (4) + 1 = 5
Supreme Being |
Lil strikes out at the offending hand with a blast of forceful water and scours much of the skin from it leaving exposed bone... wet bone, but bone none-the-less. The hand remains persistent however, so she blasts at it again, missing this time. Some of her ever-present water wraps around her wounds closing a few of them.
Don't forget you've got two Hero Points with another on the way after this battle.
Adayil is up... Alorea on deck.
Âdayil |
Adayil feels her cheek tear just below her eye, and Krutk pinches the back of her neck in fear for good measure. Every fibre of her being wants to *smash* this horrid thing.
But Krutk caresses her neck, and quides her mind to make...better choices... Adayil feels the power of Hagness flow inside her, like a green fuse welling inside her core. With a feral snarl she unleashes a pulse of vibrant life energy at the scurrying appendage.
Coughing from her exertion, Adayil quickly administers first aid to her leg where she fell...
◆◆ Disrupt Undead Has been renamed "Vitality Lash" by someone with poor imagination
◆ Battlefield Medicine
Kire Elaison!!!: 2d6 ⇒ (6, 5) = 11 [vs. Basic Fortitude Save]
Medicine, DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
Patch, patch: 2d8 ⇒ (7, 2) = 9
[Have updated Adayil's HP: 20 - 5 for the fall = 15, -8 for the rend = 7; +9 heals = 16]
Supreme Being |
Adayil reacts swiftly to her torn cheek and tries to use here magic to draw forth the vitality from the attacking hand.
1d20 + 2 ⇒ (15) + 2 = 17 FORT Save
But finds the awful creation is resistant to her magical attempt... but still it seems to weaken somewhat.
She then slaps a quick bandage on her wounded leg, and eagerly awaits the ending of these creatures... and still the faint strains of the violin create a melodic backdrop to this violent combat.
Alorea is up... Caks on deck.
Initiative order & Status:
1. Tellurion (-1 HP Enfeebled 1) ◆◆◆ Moving to flank Hand 3
2. Hands 1 (-4 HP)
3. Hand 2 (-5 HP)
4. Hand 3
5. Hands 4 Dead
6. Lil (-10* HP, Marked)
7. Adayil (-4 HP, Marked)
8. Alorea
9. Cake (-4 HP)
NOTE: the dogs and children have run away now that the hands have something to distract them.
Alorea |
Alorea raises her holy symbol and prays to Mick O'Delving! A burst of vitality spreads around her, healing her allies and damaging the crawling hands!
◆◆◆ Cast heal (basic Fort DC 17)
Heal: 1d8 ⇒ 8
Supreme Being |
I guess I placed you in a good spot :-)
The faint smell of Irish Whiskey fills the air, and the air shimmers with green for just a second as Alorea calls upon her deity to bless all within easy distance of her.
Hand 1 1d20 + 2 ⇒ (11) + 2 = 13 Fort Save
Hand 2 1d20 + 2 ⇒ (16) + 2 = 18 Fort Save
Hand 3 1d20 + 3 ⇒ (2) + 3 = 5 Fort Save
All the hands curl up like a dead spider and fall to the ground unmoving.
Something is still wrong with the preview/post actions but I'm gonna roll with it.
Combat is over for now.
Everyone is fully healed except for Lil who is still down 2-hp
The mysterious fiddle plays on, barely audible above the ruckus that has arisen in the town square. Townsfolk flee everywhere with lurching undead horrors shambling along after them. Most people seem to be managing to lock themselves within their homes and businesses causing the walking dead to wander elsewhere in search of prey.
Development: Once the crawling hands have been dealt with, the PCs can take stock of the situation around town. A few zombies wander hither and yon but without any apparent real motivation, and with most of the villagers safely locked up in their homes they are out of immediate danger. Checking with the sheriff reveals that he is away at one of the outlying farms this morning and most of his deputies are currently off duty tending to their own farming chores. There doesn’t seem to be anyone around in any better position to defend the town than the PCs themselves. All of the walking dead are recognizable to various townspeople as their departed family and friends who are supposed to be safely interred in the town cemetery to the north. No one knows why they would be up and about like this.
The PCs are in the middle of town and can go either North or South depending upon which they choose. Both directions look equally challenging.
Perception DC16
You can hear shouts of fear coming from the South of town closer to the bridge.
Hero Points as follows: Telurion for his unabashed fear and eagerness to save the others, Lil for taking advantage of the environment and noticing that light might help against the shadow creature, and Adayil for blindly jumping out the window after Lil. (I had to consider this one carefully as if you had fallen to your death or been so injured you could not have continued there might be a different outcome... still it was brave.
Lillanith |
Is it safe to assume that the children make it home safely? What is the XP for the Hands? I think we were at 120 before them, and I'm trying to keep track.
Lil does a loud cheer and beans a smile at Alorea when the wave of holy energy heals wounds and kills hands. However, she keeps her gate active. "Where are these things coming from?" she asks no one in particular.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Sounds carry over the winds to the slyph's ears. "Shouts from the south. Let's go!'.
Supreme Being |
You feel like the children are home... Safe is another matter. :-)
Everybody gets 120xp for this encounter.
Âdayil |
Adayil feels Alorea’s healing power revitalise her, leaving but a faint scar below her left eye. She grimaces, worried that her mystic powers are too weak and angry that she failed to trust her sword-arm.
Her look swiftly shifts from anger to concern - she peers to the south at Lil’s call. Adayil rushes toward the danger. [Foolishly stowing her blade so as to need to draw it in the next obviously bladeworthy encounter…;)]
”Many thanks Alorea!” she calls to the crafty halfling…
Telurion |
"Thank you Alorea" - Telurion nodded - "What is happening here? Why are the dead coming back to life?" - he looks around in alarm, knowing probably none of his companions will be able to answer him.
Sounds carry over the winds to the slyph's ears. "Shouts from the south. Let's go!'.
Lil's words shake him from his stupor, and he dashes after her and Âdayil.
Supreme Being |
It has been 20-minutes of game time since the first encounter. I've placed you all at the edge of the next encounter map.
The town’s notice post lies just ahead at the end of a covered bridge: a thick tree trunk, stripped of branches, sawn off at head height for a tall man, and set upright in the ground so that notices and broadsheets can be tacked to it for all to see. The young lad that you recognize as being responsible for hanging the notices crouches at the top of the post trying to stay out of reach of two clay-encrusted skeletons that swipe at
him with jagged claws. His stack of bills and notices lies scattered on the ground. Sitting astride a skeletal horse nearby is another skeleton, this one armored in a rusted breastplate. A frayed noose dangles from its broken neck, and a cracked leather eye patch covers one eye socket. The other two skeletons likewise have the remains of nooses hanging from them.
1d20 + 6 ⇒ (3) + 6 = 9 Search (Telurion)
1d20 + 5 ⇒ (13) + 5 = 18 Search (Caks)
1d20 + 7 ⇒ (17) + 7 = 24 Search (Alorea)
1d20 + 5 ⇒ (2) + 5 = 7 Search (Lillanith)
1d20 + 3 ⇒ (12) + 3 = 15 Search (Adayil)
1d20 + 8 ⇒ (11) + 8 = 19 Skeleton on horse
1d20 + 2 ⇒ (4) + 2 = 6 Skeletons
1d20 + 8 ⇒ (13) + 8 = 21 Skeletal Horse
So, in order...
Alorea
Skeletal Horse
Skeleton on horse
Caks
Adayil
Telurion (Enfeebled 1)
Lil (-2 HP)
Skeletons
Alorea is up... Bad guys on deck
NOTE: This might not resolve as fast as usual due to holiday break. Just had a few minutes at lunch to post.
Alorea |
Alorea realizes that this may be a tough battle. With a prayer to Mick, she grasps the hilt of Telurion's weapon, imbuing it with power. She then tries to remember what sort of skeleton the mounted undead might be.
◆◆ Cast runic weapon on Telurion's weapon
◆ Recall Knowledge about mounted skeleton, will ask about resistances if successful (Religion +7)
Supreme Being |
SB Screen
1d20 + 7 ⇒ (11) + 7 = 18 RK: Religion
Alorea:
The Mounted skeleton is a Skeletal Champion, and was probably trained as a fighter when alive. It is resistant to cold, electricity, fire, Piercing, and slashing damage.
The smell of Irish Whisky again feels the air, and Telurion is surprised to see glowing green runes appear on his weapon.
Alorea blesses Tellurions weapon with special runes, and tries to figure out if there is anything special about the mounted skeleton.
The skeletal horse rears, but it's rider keeps a tight rein before urging it forwards.
Skeletal Horse
Delay then...
◆◆ Gallop
◆ Hoof
1d20 + 9 ⇒ (17) + 9 = 26 Hoof attack on Lil
1d8 + 5 ⇒ (1) + 5 = 6 Bludgeoning
As it charges in it slams one of its hooves into Lil's chest bruising her breastbone. Lil 6 Damage
Skeletal Rider
◆ Draw Lance
◆ Command Horse
◆ Raise Shield
Caks is up... Adayil on deck.
Whew! Amost a crit...
Caks |
Caks takes a short step to clear her aim on the skeletal horse and rider. She swings her sling and releases the bullet at the skeletal mount.
◆ Move
◆ Attack
◆ Reload
Attacking the horse: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 ⇒ 3
Supreme Being |
Caks takes a short step to clear her aim on the skeletal horse and rider. She swings her sling and releases the bullet at the skeletal mount.
◆ Move
◆ Attack
◆ ReloadAttacking the horse: 1d20+7
Damage: 1d6
Please review the Discussion thread I just made.
Supreme Being |
Caks steps to the side to get a better look at the skeletal pair, then unwinds her sling, and pulls forth a bullet from her pouch, beginning to whirl it above her head.
Adayil is up... Telurion on Deck.
Âdayil |
Adayil thinks feverishly. For now, the child on the tree-post must look to its own safety - this mounted problem needs solving.
Skeleton or bony horse…skeleton or bony horse….Skeleton!
Ignoring Krutk’s protestations to “use her magic”, Adayil rushes to get behind the horse and rider, drawing her falchion as she does so. Then, with an orcish warcry she makes a ragged slash at the rider…
◆Stride ◆ Interact (draw weapon) ◆ Strike
Uruk hai!!!: 1d20 + 5 ⇒ (19) + 5 = 24 [vs. Off-guard]
Iiiishck!!!: 1d10 + 2 ⇒ (8) + 2 = 10
Telurion |
Telurion suddenly feels the urge for a shot of whisky, but then decides he should focus on surviving first.
"Thank you Alorea!" - he nodded, moving in to engage the skeletal horseman with Adayil.
◆Step
◆ Interact (draw weapon)
◆ Strike
Attack: 1d20 + 9 - 1 + 1 ⇒ (4) + 9 - 1 + 1 = 13 [vs. Off-guard?]
Damage if it hits: 2d8 + 4 - 1 + 1 ⇒ (8, 4) + 4 - 1 + 1 = 16
- Since I have not drawn my shield yet, could I have attacked with 2 hands? It would do more damage, right?
- Also for future rounds, if I use Vicious Swing, how does it interact with Runic Weapon?
- Regarding Knowledge Rolls, how are we adjudicating it? Would Alorea have told the group what she knows, thus meaning Telurion 'might' have used the club instead? And Alorea might even have casted Runic Weapon on the club? Or does Alorea need to explicitly say she wants to share the info with the group?
Alorea |
I did ask in the Discussion thread if I could share the info with the group. If so she would have done so before everybody acted and preferably cast runic weapon on a bludgeoning weapon in Telurion's possession.
Vicious Swing adds an extra die of damage, as does runic weapon, so you'd be rolling 3 base damage dice on each hit.
Lillanith |
Runic Weapon would also give a +1 to hit since none of us have +1 Weapon Potency runes yet, and it makes the weapon a +1 Striking weapon.
Supreme Being |
Adayil moves forward drawing her might Falchion, intent on wreaking havoc on its bony form... but finds that the creature somehow kept its training from its living form and quickly swings the lance around in an attempt to jealously steal the life from this warm body.
1d20 + 10 ⇒ (11) + 10 = 21 Reactive Strike (Lance)
1d8 + 4 ⇒ (2) + 4 = 6 Piercing
And is able to inflict a deep wound in the Witches shoulder before being pounded by her heavy weapon.
NOTE: There are some weapons available (Not common) that would allow versatile damage types. (Three-Section Naginata S, Versatile B). should you wish to somehow go down that path.)
Her Falchion strikes a heavy blow into the creature, but is unable to gain purchase on the rounded surfaces of the bone, and much of the damage is deflected.
NOTE: The creature also has shield block which would have negated all the damage, but this is a reaction, and you only get one reaction a round which he used for Reactive Strike.
Krutk keeps annoying Adayil with unwanted advice and told you so's when the creature doesn't fall.